Implement DownloadDataCPU for Mesh and add result entries count
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@@ -147,13 +147,13 @@ Array<String> SkinnedModel::GetBlendShapes()
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ContentLoadTask* SkinnedModel::RequestLODDataAsync(int32 lodIndex)
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{
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const int32 chunkIndex = SKINNED_MODEL_LOD_TO_CHUNK_INDEX(lodIndex);
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const int32 chunkIndex = MODEL_LOD_TO_CHUNK_INDEX(lodIndex);
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return RequestChunkDataAsync(chunkIndex);
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}
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void SkinnedModel::GetLODData(int32 lodIndex, BytesContainer& data) const
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{
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const int32 chunkIndex = SKINNED_MODEL_LOD_TO_CHUNK_INDEX(lodIndex);
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const int32 chunkIndex = MODEL_LOD_TO_CHUNK_INDEX(lodIndex);
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GetChunkData(chunkIndex, data);
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}
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@@ -617,7 +617,7 @@ bool SkinnedModel::Save(bool withMeshDataFromGpu, const StringView& path)
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}
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// Override meshes data chunk with the fetched GPU meshes memory
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auto lodChunk = GET_CHUNK(SKINNED_MODEL_LOD_TO_CHUNK_INDEX(lodIndex));
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auto lodChunk = GET_CHUNK(MODEL_LOD_TO_CHUNK_INDEX(lodIndex));
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if (lodChunk == nullptr)
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return true;
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lodChunk->Data.Copy(meshesStream.GetHandle(), meshesStream.GetPosition());
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@@ -631,7 +631,7 @@ bool SkinnedModel::Save(bool withMeshDataFromGpu, const StringView& path)
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// Load all chunks with a mesh data
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for (int32 lodIndex = 0; lodIndex < LODs.Count(); lodIndex++)
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{
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if (LoadChunk(SKINNED_MODEL_LOD_TO_CHUNK_INDEX(lodIndex)))
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if (LoadChunk(MODEL_LOD_TO_CHUNK_INDEX(lodIndex)))
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return true;
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}
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}
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